You dream of becoming a world-renowned superhero. One problem: Your power is more a quirk. No telekinesis. No flight. Instead you are... Stinkmouth: Power of Super Halitosis. Deadman: Power to convincingly fake death. One player is the Supervillain, responsible for creation and control of an evil persona, agenda, and scenario. Remaining players create heroes with weird quirks, forming a group of misfits attempting to foil the Supervillain. Each hero starts with 4d6, each die representing 1 willpower. The Supervillain describes the scenario. Heroes narrate their actions starting at HQ, going to the scene, and confronting the villain. Play continues in an open-ended, storytelling format. All heroic actions require a willpower roll (all die required): Any 1: Failure, -1 willpower Any 6 (with any 1s): [See "Any 1"] and gain a Narrative advantage Any 5 or 6 (without 1s): Success All die same number (exception 1s): Success, gain 1 willpower All else: Failure Heroes narrate successes and failures. Heroes with no willpower are unconscious. Heroes may bolster each other with a speech, passing one of their willpower to another hero. Supervillains may only force heroic rolls with their actions (require dodging), or narratively move the plot forward.
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